Hey! New to skinned meshes. We’re updating, on the upper end, 100 of these skinned meshes every frame.
However, sometimes for many frames at a time, we get these large updateInvalidatedFastCluster calls.
I do not think these are necessary because, often times, under the same work load, these fast clusters are not invalidated and everything renders just fine.
What are some ways we can help the Roblox engine know that it does not need to invalidate/create these fast clusters? And if they are necessary, it would be nice to know how to help Roblox do so as quickly as possible.